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Question by Jimangel · Mar 07, 2017 at 10:58 AM · coroutinefunctionyieldienumeratoryield waitforseconds

Coroutoutine doesnt work properly.

I have this coroutine

    IEnumerator Test(GameObject p)
     {
         print("s");
 
         yield return new WaitForSeconds(0.4f);
         Destroy(p);
         print("S");
         
 
     }

which is running properly till print("s"); but doesnt after yield return new WairForSeconds(0.4f);

Any ideas?

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avatar image jwulf · Mar 07, 2017 at 11:30 AM 1
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How do you start the Couroutine? Can you show that part of the code please?

avatar image edcx · Mar 07, 2017 at 11:38 AM 0
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Could it be that you are destroying the object that this script is attached to? I would still expect it to print "S" though. Is there any message in the console?

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Answer by Bunny83 · Mar 07, 2017 at 11:32 AM

You either have:

  • destroyed the gameobject / script where the coroutine runs on

  • set your Time.timeScale to 0 in which case the WaitForSeconds will wait forever.

  • or you call StopCoroutine / StopAllCoroutines somewhere on that script.

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Answer by Denaton · Mar 10, 2017 at 08:57 PM

Make sure p is not Null. You can do a null check like this

 if(p)
 Destroy(p);


The Coroutoutine crashes do not return a error message, unless you use try{}catch(){} and log it your self. I think it is because its not rum in the MonoBehaviour class, but i might be wrong.

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Answer by shadowpuppet · Mar 10, 2017 at 07:21 AM

yeah, how does the coroutine start? Try this

 public float PrintSomething = .8f;//variable for coroutine delay
 
 void Awake()
     {
         StartCoroutine(letsPrint());
 
     }
     private IEnumerator letsPrint(){
         yield return new WaitForSeconds(PrintSomething );
 print ("s");
     }

}

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avatar image Bunny83 · Mar 10, 2017 at 12:16 PM 0
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He has to start it correctly or he wouldn't see the first print statement.

When he just does this:

 Test();

nothing would happen at all. So he does use StartCoroutine.

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